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Pages: (2) [1] 2   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [SA][2DFX] Creating your own particle effects

 Not replacing!
 
Jost_Vice  
Posted: Wednesday, Dec 26 2007, 09:57
Quote Post


realtime, not prerendered
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Hello there... as I said, here is the tut for creating new particle effects, I will explain also the structure of them (or well, the parameters)

You need to know how to export 2dfx with DexX script, I wont explain it here...


So first, open your effects.fxp file that is in models folder. that file can be opened with notepad and such, lets copy one of the existing files, I used PRT_sand.

Copy from the start to the end, It usually starts on:

CODE
FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_sand.fxs
NAME: prt_sand


and end with:

CODE
LODSTART: 30.000
LODEND: 50.000
OMITTEXTURES: 0
TXDNAME: NOTXDSET

FX_SYSTEM_DATA:
109


Paste it where you want, just be sure it doesnt 'cut' any other particle system, then rename it to your one:


CODE
FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_JV.fxs
NAME: prt_JV


Notice: The filename is ignored, its a path on R*s network disk but can help for identifying the particle system.

Now you have your particle system created, nice. lets spawn it then edit.

Go to your 3d max script folder, and find the SAparticle.ini: open it with notepad or any of those and search for:
CODE

numparticlesys=82

Thats the number of particle systems in the game, so just change it to 83

Search again for [particlesystems], you will see a list of particle effects, go to the end and add your one:

CODE
psys83=prt_JV


Done. save the ini and launch 3d Studio Max, now you will see your effect in the particle rollout Shifty41s_beerhatsmilie2.gif you should go test it so you're sure it worked.

I will explain now the structure of the particle system....


CODE
FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_JV.fxs
NAME: prt_JV
LENGTH: 5.000
LOOPINTERVALMIN: 0.000
LENGTH: 5.000
PLAYMODE: 2
CULLDIST: 50.000
BOUNDINGSPHERE: 0.0 0.0 0.0 0.0
NUM_PRIMS: 1
FX_PRIM_EMITTER_DATA:


filename and name explained before. Those lenghts parameters and loop I dont know what are... I tried changing playmode without any effect and same with culldist. NUM_PRIMS looks like the number of particle effects in each system (you can have more than one, like over explosions you have the fire and the dark smoke)

CODE
FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: fireball
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 5


I dont know what is the matrix for, not the position/rotation.
DexX explained to me sometime ago something about the textures.. I dont remember dontgetit.gif well, its just texture used, they are in effectsPC.txd in your models folder, dont know if it can load from other TXDs
The alphaon parameter is easy: if 1, alpha loaded, if 0: no alpha
http://i144.photobucket.com/albums/r161/Jo.../noalphalol.jpg (http://i144.photobucket.com/albums/r161/JostVice/noalphalol.jpg)

the two 'blendid' parameters looks like D3d blend types:
http://msdn2.microsoft.com/en-us/library/b...508(VS.85).aspx (http://msdn2.microsoft.com/en-us/library/bb172508(VS.85).aspx)

CODE
NUM_INFOS: 6
FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 9.000
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 5.000


Thats the 'life' of the particle (time in ms for the particle to be killed (usually it fades))
For example this effect are 9000 ms, I dont know what is the bias for.

CODE
FX_INFO_EMROTATION_DATA:
ANGLEMIN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
ANGLEMAX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 360.000


Thats the rotation of the texture (in degress)

CODE
FX_INFO_FORCE_DATA:
TIMEMODEPRT: 1
FORCEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.050
FORCEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.150


The force is the direction of the particle. You can check here that a X force of 0.050 and a Z force of 0.150 make this: http://i144.photobucket.com/albums/r161/JostVice/wowa.jpg (http://i144.photobucket.com/albums/r161/JostVice/wowa.jpg)

You can also change the 'force' via time. Just increase the num_keys
CODE
FX_INFO_ROTSPEED_DATA:
TIMEMODEPRT: 1
MINCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 50.000
MAXCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 100.000
MINCCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 50.000
MAXCCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 100.000


Thats the rotation speed, I didnt test with it yet.

CODE
FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 0.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 215.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 210.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 0.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 84.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 0.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 0.000


Thats the code (in RGB) and alpha. Check that they are on 'frames' as in time 0.000 there is an value and in 0.600 another one.

CODE
FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 3.000
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 3.000
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 1.500
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 1.500


The size of particle effect, you can also change the value via the time like in color and force so you have that at the start its pretty small and then get bigger.

Well, i'm done. I hope I didnt miss something and that all was clear, anyway if need help or you foind that i'm wrong on something i will like to know smile.gif

This post has been edited by Jost_Vice on Monday, Sep 29 2008, 21:58
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Vecis  
Posted: Wednesday, Dec 26 2007, 11:52
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Thanks, i'll try this method!
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goin-god  
Posted: Thursday, Dec 27 2007, 00:44
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Nice way to make particles, really nice way. Good job Jost icon14.gif
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DexX  
Posted: Thursday, Dec 27 2007, 01:08
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Joined: May 16, 2002

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CODE
SRCBLENDID: 4
DSTBLENDID: 5

The 4 and the 5 should correspond to D3d blend types; http://msdn2.microsoft.com/en-us/library/b...508(VS.85).aspx
So it's actually this;
CODE
SRCBLENDID: D3DBLEND_INVSRCCOLOR = 4
DSTBLENDID: D3DBLEND_SRCALPHA = 5

The blend modes are enumerated so if you test some of the other blending modes, make sure you only put the number, and not the "D3DBLEND_*" text.
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Jost_Vice  
Posted: Thursday, Dec 27 2007, 01:37
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Added that info, dexx. I think that is correct though, maybe needs more testing
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oCain  
Posted: Friday, Jan 4 2008, 21:18
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Hi...first of all...Nice Tut! icon14.gif

I've got some additional info's...

CODE
NUM_PRIMS: 1

Is the number of how many ParticleEmitter(FX_PRIM_BASE_DATA:) used by the FX, for example take a look at 'explosion_large'...there are 3 in use.

CODE
NUM_INFOS: 11

I don't really know how importent it is, but it's the number of how many Fx_Data sections used by an Emitter.

CODE
FX_INFO_EMLIFE_DATA:
LIFE:
...
VAL: 15.000
BIAS:
...
VAL: 15.000

The 'BIAS' value is a kind of +/- value, if you set it to 0.000 the particle will 'die' exactly at the 'LIFE' value.

Btw...all sections that begins with 'FX_INFO_EM...' are Emitter info sections.

CODE
FX_INFO_EMSIZE_DATA:
RADIUS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
SIZEMINX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -20.000
SIZEMAXX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 20.000
SIZEMINY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -20.000
SIZEMAXY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 20.000
SIZEMINZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
SIZEMAXZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

This one is for the Emitter size, in this example it's a 40x40 plane...but you can also use the 'RADIUS' value. Both together doesn't work.

CODE
FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1500.000

How many particles the emitter will spit out. Don't know the limit...and never count them. wink.gif

Some misc stuff...
CODE
FX_INFO_NOISE_DATA:
TIMEMODEPRT: 1
NOISE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 2.000

This makes the particle flow...ehm...noisy.

CODE
FX_INFO_FRICTION_DATA:
TIMEMODEPRT: 1
FRICTION:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.970

CODE
FX_INFO_WIND_DATA:
TIMEMODEPRT: 1
WINDFACTOR:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500

Nice to play with. wink.gif A lil snow example...bad youtube quality

CODE
FX_INFO_UNDERWATER_DATA:
TIMEMODEPRT: 1

Underwater only...for example 'prt_bubble'

That's all...for now...I think.
I hope it was ok to post it in here and sorry for my silly english.

Greetz!

This post has been edited by oCain on Friday, Jan 4 2008, 21:22
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Gtapoptart  
Posted: Saturday, Jan 5 2008, 04:28
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QUOTE (oCain @ Jan 4 2008, 21:18)
Hi...first of all...Nice Tut! icon14.gif

I've got some additional info's...

CODE
NUM_PRIMS: 1

Is the number of how many ParticleEmitter(FX_PRIM_BASE_DATA:) used by the FX, for example take a look at 'explosion_large'...there are 3 in use.

CODE
NUM_INFOS: 11

I don't really know how importent it is, but it's the number of how many Fx_Data sections used by an Emitter.

CODE
FX_INFO_EMLIFE_DATA:
LIFE:
...
VAL: 15.000
BIAS:
...
VAL: 15.000

The 'BIAS' value is a kind of +/- value, if you set it to 0.000 the particle will 'die' exactly at the 'LIFE' value.

Btw...all sections that begins with 'FX_INFO_EM...' are Emitter info sections.

CODE
FX_INFO_EMSIZE_DATA:
RADIUS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
SIZEMINX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -20.000
SIZEMAXX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 20.000
SIZEMINY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -20.000
SIZEMAXY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 20.000
SIZEMINZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
SIZEMAXZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

This one is for the Emitter size, in this example it's a 40x40 plane...but you can also use the 'RADIUS' value. Both together doesn't work.

CODE
FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1500.000

How many particles the emitter will spit out. Don't know the limit...and never count them. wink.gif

Some misc stuff...
CODE
FX_INFO_NOISE_DATA:
TIMEMODEPRT: 1
NOISE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 2.000

This makes the particle flow...ehm...noisy.

CODE
FX_INFO_FRICTION_DATA:
TIMEMODEPRT: 1
FRICTION:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.970

CODE
FX_INFO_WIND_DATA:
TIMEMODEPRT: 1
WINDFACTOR:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500

Nice to play with. wink.gif A lil snow example...bad youtube quality

CODE
FX_INFO_UNDERWATER_DATA:
TIMEMODEPRT: 1

Underwater only...for example 'prt_bubble'

That's all...for now...I think.
I hope it was ok to post it in here and sorry for my silly english.

Greetz!

colgate.gif Hey! nice snow biggrin.gif
I have a Suggestion, add more flakes, and more close together..
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VinnyGouveia  
Posted: Tuesday, Jan 8 2008, 17:11
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Cool. It helped me. Thanks JV !
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P.I.M.P_PL  
Posted: Wednesday, Jan 9 2008, 17:05
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hi i have one question(this effect is add bullet sign in the objects)i add info to dff by rw analyzer(exported by dexx 2dfx script) but it dont work;/ maybe somebody can help??Its be the source code of this effect:

CODE
FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/kule.fxs
NAME: kule
LENGTH: 0.010
LOOPINTERVALMIN: 0.000
LENGTH: 0.000
PLAYMODE: 2
CULLDIST: 255.000
BOUNDINGSPHERE: 0.0 0.0 0.0 0.0
NUM_PRIMS: 2
FX_PRIM_EMITTER_DATA:

FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: kula
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 1

NUM_INFOS: 4
FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 60.000

FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.400
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.500
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.500
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

LODSTART: 120.000
LODEND: 255.000
FX_PRIM_EMITTER_DATA:

FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: kula
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 1

NUM_INFOS: 9
FX_INFO_EMANGLE_DATA:
MIN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
MAX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 5.000

FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 500.000

FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.900
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

FX_INFO_EMDIR_DATA:
DIRX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
DIRY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
DIRZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 5.000

FX_INFO_EMSPEED_DATA:
SPEED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 70.000
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -50.000

FX_INFO_FORCE_DATA:
TIMEMODEPRT: 1
FORCEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -5.000

FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 128.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.050
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.020
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.020
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.020
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_TRAIL_DATA:
TIMEMODEPRT: 1
TRAILTIME:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 4.000
SCREENSPACE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

LODSTART: 120.000
LODEND: 255.000
OMITTEXTURES: 0
TXDNAME: NOTXDSET


the texture i add to the EffectsPC.txd and with this same name who be defined in the file.
Please help
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oCain  
Posted: Thursday, Jan 10 2008, 13:35
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Hi,
I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and 'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter)
I've test it with another texture and it works.
Oh and I don't know if you just forget to copy/paste it...
CODE
FX_SYSTEM_DATA:
109
need to be at the beginning of every FX.

I hope I could help.

Greetz!
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P.I.M.P_PL  
Posted: Friday, Jan 11 2008, 21:10
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QUOTE (oCain @ Jan 10 2008, 13:35)
Hi,
I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and  'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter)
I've test it with another texture and it works.
Oh and I don't know if you just forget to copy/paste it...
CODE
FX_SYSTEM_DATA:
109
need to be at the beginning of every FX.

I hope I could help.

Greetz!

yes i forgot paste
CODE
FX_SYSTEM_DATA:
109
in beginning but i uncorrect think its must be in the end of the fx;]
and i dont change this too:
CODE
I think you just need to change the emitter-names...'NAME: ParticleEmitter' to 'NAME: kule1' and  'NAME: kule2' for example, they just need to be different. (Only if you use more than one emitter)


Thanks for help i test it tomorrow.
Bye.
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Jost_Vice  
Posted: Saturday, Jan 12 2008, 00:06
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realtime, not prerendered
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Name should be Particle Emitter.


about the FX_system_data i'm not sure, i think its at the start. To make this effect, wich 'base' particle system you used? and also, how added the same name to the DexX's script INI?


oCain: nice! i will try to update the tut with your info, thanks smile.gif

This post has been edited by Jost_Vice on Saturday, Jan 12 2008, 00:08
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P.I.M.P_PL  
Posted: Saturday, Jan 12 2008, 16:32
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ok i do this but i have next problem this effects its not coming when i shoot but its be automatically.
Its be the wideo:
CODE
http://video.google.pl/videoplay?docid=-954639434704861644&hl=pl

Its be my code:

CODE
FX_SYSTEM_DATA:
109

FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/kule.fxs
NAME: kule
LENGTH: 0.010
LOOPINTERVALMIN: 0.000
LENGTH: 0.000
PLAYMODE: 2
CULLDIST: 255.000
BOUNDINGSPHERE: 0.0 0.0 0.0 0.0
NUM_PRIMS: 2
FX_PRIM_EMITTER_DATA:

FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: kula
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 1

NUM_INFOS: 4
FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 60.000

FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.400
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.500
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.100
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.500
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

LODSTART: 120.000
LODEND: 255.000
FX_PRIM_EMITTER_DATA:

FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: kula
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 1

NUM_INFOS: 9
FX_INFO_EMANGLE_DATA:
MIN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
MAX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 5.000

FX_INFO_EMRATE_DATA:
RATE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 500.000

FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.900
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

FX_INFO_EMDIR_DATA:
DIRX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
DIRY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
DIRZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 5.000

FX_INFO_EMSPEED_DATA:
SPEED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 70.000
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -50.000

FX_INFO_FORCE_DATA:
TIMEMODEPRT: 1
FORCEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: -5.000

FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 255.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 4
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 128.000
FX_KEYFLOAT_DATA:
TIME: 0.600
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 0.900
VAL: 255.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.050
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.020
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.020
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.020
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 2
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

FX_INFO_TRAIL_DATA:
TIMEMODEPRT: 1
TRAILTIME:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 4.000
SCREENSPACE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000

LODSTART: 120.000
LODEND: 255.000
OMITTEXTURES: 0
TXDNAME: NOTXDSET

And i have one question maybe somebody can tell me what is the original fx system(its name) who have defined effects when the player shoot in the wall??
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KnightProwl  
Posted: Sunday, Jan 13 2008, 15:46
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i have a question, how would i go about making something like the moon in SA, but not replacing the moon in SA. like 2 moons with 2 diffrent textures, for example, say i want a bat signal, since im a huge batman fan, and a moon too, how would i mkae it to where the moon is there, then the batsignal is just next to it and a bit higher?, any help would really be apprecated, thanks and peace out smile.gif

knightprowl
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Gtapoptart  
Posted: Monday, Jan 14 2008, 03:46
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QUOTE (KnightProwl @ Jan 13 2008, 15:46)
i have a question, how would i go about making something like the moon in SA, but not replacing the moon in SA. like 2 moons with 2 diffrent textures, for example, say i want a bat signal, since im a huge batman fan, and a moon too, how would i mkae it to where the moon is there, then the batsignal is just next to it and a bit higher?, any help would really be apprecated, thanks and peace out smile.gif

knightprowl

this is an idea, i don't know if it will work, but you can simply copy the moon particle, and modify one of them to be the bat signal.... confused.gif
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Jost_Vice  
Posted: Friday, Jan 18 2008, 22:39
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PIMP_PL You mean that you want that particle to be created when you fire your weapon? I dont know if that stuff is hardcoded (bullet's path) but maybe there is a particle system that you can replace with your one, anyway, will affect all the weapons tho. You can code via SCM to create a particle 'kule' when you shoot at the weapon's position.

The effect that is created when your bullet reach the wall is usually one of those collision particles, it depends also of the type of COL material...

Knight: I'm not sure the moon is a particle confused.gif
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P.I.M.P_PL  
Posted: Saturday, Jan 19 2008, 10:14
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jost_vice no when shoot but when hit the wall or other object;)
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Smartbug  
Posted: Wednesday, Jul 16 2008, 19:57
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this is rulezz. and this code is so hot that i wanna f*ck it
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Function-X-  
Posted: Tuesday, Jan 6 2009, 01:58
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Hey guys i need a little help smile.gif sorry for massive bump btw...

Coding aint my thing and i don't have 3Dmax, so help me on this one

So let's say i want : cardebris_01,cardebris_02,cardebris_03,cardebris_04,cardebris_05

to come out from car explosions.

and same for Sparks_02 but i want like 3 or 4 sparks to go a bit up high,to sky direction.

What should i do smile.gif ?
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Function-X-  
Posted: Thursday, Jan 15 2009, 21:00
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Sorry for double post but...
no help at all ? Come on guys
Edit: never mind, i found out everything by testing.

This post has been edited by Function-X- on Sunday, May 17 2009, 18:41
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